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[1.12.x] Textures Unlimited Recolour Depot


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  • 2 weeks later...
  • 2 weeks later...
On 8/30/2023 at 1:43 PM, linuxgurugamer said:

Is the included version of TU exactly the same as the currently released version?

No.

The included ReadMe file should state the one exception. The dll is taken from the dev branch as it contains an important feature relating to PartVariant integration. Certain parts of the configs do not work correctly without this dll as is stated in the OP and the ReadMe. I am also not aware of what version number should be stated in the version file as the dev branch file is the same as the master last I looked.

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I have this annoying issue where the ui doesnt work, and the debug console gets spammed with "And could not locate TextureSet from global cache for the input name of..." and "And could not locate TextureSet from global cache for the input name of..." and "Module KSPTextureSwitch threw during OnStart"

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  • 2 weeks later...

Hello, I have installed the Stock Recolor (which includes Textures Unlimited and TURD) as well as module manager, and the mod does not work. I do not see colorization options in game. When I first load the game however, I see the TURD file path in the progress bar, in case that means anything.

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I have an issue with fairings.

When I try to change their texture, they stay with their white texture

a.png

Trying to change them in the part editor does this:

b.png

Mod List: (according to my GameData files, because CKAN doesn't show every mod)

Spoiler

Harmony
Textures Unlimited
AVP
B9PartSwitch
BLEAk (TUFX profiles)
CameraControllerNext
CameraTools
DistantObjectEnhancement
EVE Redux
FreeIVA
Kopernicus
ModularFlightIntegrator
Parallax
PLanetShine
PoodsSkyboxes
ReentryParticleEffectRenewed
RocketSoundEnhancement
Scatterer
Shaddy
SmokeScreen
Waterfall
Texture Replacer
ThroughTheEyesOfAKerbal
TUFX
TURD
ModuleManager

 

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On 9/26/2023 at 6:05 PM, Aerodynamic Kerbal said:

CKAN

If you are using this to install Textures Unlimited, simply replace the dll with the one that is bundled with the Stock Recolour pack or if necessary, uninstall TU from CKAN and manually install the supplied version. 

P.S.

On 4/22/2018 at 8:40 PM, Manwith Noname said:

Known issues:

Fairings...it's always the fairings.

 

Sometimes fairings do not behave themselves but the result when that happens in my experience is different from what you have shown and typically happens after a revert to hangar if I recall correctly. 

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So i have a bug where the Recoloring GUI is just blank and i cant close it.

Also, when i right click a colourable part, i often get multiple Texture Set sliders that all Show ***Not Found***.

 

PLS help

Edited by Sonk
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@Manwith NonameHey do you have a guide for making configs/maps/textures for parts through TURD? I'm trying to add support for MPR, which should be fairly simple- I'm just going to have one color for the fuselage and have it not recolor the windows. I tried to make a mask and config for a few of the parts but they would recolor the entire part, including the windows which were blacked out in the mask. Do you have a specific method for creating configs that I should use?

 

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  • 3 weeks later...

Hey, I see there are reports of bugs with fairings but from what I understand the issue I'm having doesn't match the description of other's issues. My fairings function normally, but there is a very distracting texture bug on the tip of all the variants. The gold bit and its pattern seen in the picture below changes depending on the variant (black & white for instance) and I can't for the life of me find a fix. I desperately want to figure this out, it's very triggering :c (pardon my English, I'm not a native speaker)

 2023-10-28_05_00_27-Kerbal_Space_Program

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  • 2 weeks later...

Trying to convert Restock parts, but the shielded docking port's inner texture messes up no matter that I try.
BaFFI0.md.png

Spoiler
// Squad/Parts/Utility/dockingPortShielded

@PART[dockingPort1]:FOR[003_Standardised_Switching]:NEEDS[TexturesUnlimited]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = Alternate_Stock_Metallic_dockingPort1_Base
	}
	@MODULE[KSPTextureSwitch],1
	{
		textureSet = Alternate_Stock_Metallic_dockingPort1_Petals
	}
}
+KSP_TEXTURE_SET[Alternate_Stock_Metallic]:NEEDS[TexturesUnlimited]
{
	@name = Alternate_Stock_Metallic_dockingPort1_Base
	@MATERIAL
	{
		mesh = DockingPortShldBase
		
		texture = _MainTex,ReStock/Assets/Coupling/restock-docking-125-shielded-1
		texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
	}
}
+KSP_TEXTURE_SET[Alternate_Stock_Metallic]:NEEDS[TexturesUnlimited]
{
	@name = Alternate_Stock_Metallic_dockingPort1_Petals
	@MATERIAL
	{
		mesh = ShldDoor001
		mesh = ShldDoor002
		mesh = ShldDoor003
		
		texture = _MainTex,ReStock/Assets/Coupling/restock-docking-125-shielded-1
		texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
	}
}

 

Spoiler
// Squad/Parts/Utility/dockingPortShielded

@PART[dockingPort1]:FOR[zzzz_Something_after_P_because_]:NEEDS[TexturesUnlimited]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = MWNN_Stock_Paint_dockingPort1_Base
	}
	@MODULE[KSPTextureSwitch],1
	{
		textureSet = MWNN_Stock_Paint_dockingPort1_Petals
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited]
{
	@name = MWNN_Stock_Paint_dockingPort1_Base
	@MATERIAL
	{
		mesh = DockingPortShldBase
		
		vector = _DiffuseNorm,0.73,0.69,0.365
		vector = _MetalNorm,0.47,0.465,0.125
		vector = _SmoothnessNorm,0.47,0.465,0.125
		
		// texture = _MainTex,Squad/Parts/Utility/dockingPortShielded/Clamp-O-Tron Shielded Docking Port_ClampotronShielded_Diffuse
		texture = _MainTex,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Diff
		texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Spec
		texture = _MaskTex,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Paint
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited]
{
	@name = MWNN_Stock_Paint_dockingPort1_Petals
	@MATERIAL
	{
		mesh = ShldDoor001
		mesh = ShldDoor002
		mesh = ShldDoor003
		
		vector = _DiffuseNorm,0.72,0.27,0.375
		vector = _MetalNorm,0.48,0.075,0.14
		vector = _SmoothnessNorm,0.48,0.075,0.14
		
		texture = _MainTex,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Diff
		texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Spec
		texture = _MaskTex,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Paint
	}
}

 

Spoiler
// Squad/Parts/Utility/dockingPortShielded

@PART[dockingPort1]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited]
{
	MODULE
	{
		name = KSPTextureSwitch
		sectionName = Base
		currentTextureSet = Stock_Default_dockingPort1_Base
		textureSet = Stock_Default_dockingPort1_Base
	}
	MODULE
	{
		name = KSPTextureSwitch
		sectionName = Petals
		currentTextureSet = Stock_Default_dockingPort1_Petals
		textureSet = Stock_Default_dockingPort1_Petals
	}
	%MODULE[SSTURecolorGUI]
	{
		%name = SSTURecolorGUI
	}
}
+KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited]
{
	@name = Stock_Default_dockingPort1_Base
	@MATERIAL
	{
		mesh = DockingPortShldBase
		
		texture = _MainTex,ReStock/Assets/Coupling/restock-docking-125-shielded-1
		texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
	}
}
+KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited]
{
	@name = Stock_Default_dockingPort1_Petals
	@MATERIAL
	{
		mesh = ShldDoor001
		mesh = ShldDoor002
		mesh = ShldDoor003
		
		texture = _MainTex,ReStock/Assets/Coupling/restock-docking-125-shielded-1
		texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
	}
}

 

 

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Can't seem to get this working.
 

Spoiler
@PART[basicFin]:FOR[003_Standardised_Switching]:NEEDS[TexturesUnlimited]
{
	@MODULE[ModulePartVariants]
	{
		VARIANT
		{
			name = Metallic_BasicFin
			displayName = It's all shiny!
			primaryColor = #ffffff
			secondaryColor = #00ff00
			EXTRA_INFO
			{
				textureSet = Alternate_Stock_Metallic_basicFin
			}
		}
		VARIANT
		{
			name = Metallic_BasicFin2
			displayName = It's all dark and shiny!
			primaryColor = #4c4f47
			secondaryColor = #d0d0d0
			EXTRA_INFO
			{
				textureSet = Alternate_Stock_Metallic_basicFin2
			}
		}
	}
}
+KSP_TEXTURE_SET[Alternate_Stock_Metallic]:NEEDS[TexturesUnlimited]
{
	@name = Alternate_Stock_Metallic_basicFin
	@MATERIAL
	{
		mesh = BasicFin
		mesh = BasicFin.002
		
		texture = _MainTex,ReStock/Assets/Aero/restock-winglets-1
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_Restock/Aero/restock-winglets-1-spec
	}
}
+KSP_TEXTURE_SET[Alternate_Stock_Metallic]:NEEDS[TexturesUnlimited]
{
	@name = Alternate_Stock_Metallic_basicFin2
	@MATERIAL
	{
		mesh = BasicFin
		mesh = BasicFin.002
		
		texture = _MainTex,ReStock/Assets/Aero/restock-winglets-2
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_Restock/Aero/restock-winglets-2-spec
	}
}

 

Spoiler
// Squad/Parts/Aero/basicFin

@PART[basicFin]:FOR[zzzz_Something_after_P_because_]:NEEDS[TexturesUnlimited]
{
	@MODULE[ModulePartVariants]
	{
		VARIANT
		{
			name = Bob_Ross_basicFin
			displayName = Bob Ross Paints
			themeName = Bob Ross
			primaryColor = #ffffff
			secondaryColor = #ffffff
			EXTRA_INFO
			{
				textureSet = MWNN_Stock_Paint_basicFin
			}
		}
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited]
{
	@name = MWNN_Stock_Paint_basicFin
	@MATERIAL
	{
		mesh = BasicFin
		mesh = BasicFin.002
		
		vector = _DiffuseNorm,0.74,0.74,0.74
		vector = _MetalNorm,0.5,0.5,0.5
		vector = _SmoothnessNorm,0.5,0.5,0.5
		
		texture = _MainTex,ReStock/Assets/Aero/restock-winglets-1
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_Restock/Aero/restock-winglets-1-spec
		texture = _MaskTex,TURD/TU_Restock/Aero/restock-winglets-1-paint
	}
}

 

 

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  • 1 month later...
On 10/10/2023 at 12:22 PM, noaa_satellite said:

@Manwith NonameHey do you have a guide for making configs/maps/textures for parts through TURD? I'm trying to add support for MPR, which should be fairly simple- I'm just going to have one color for the fuselage and have it not recolor the windows. I tried to make a mask and config for a few of the parts but they would recolor the entire part, including the windows which were blacked out in the mask. Do you have a specific method for creating configs that I should use?

 

Very late reply, but I just learned how to do this following these guides:

TU Wiki: https://github.com/shadowmage45/TexturesUnlimited/wiki/Feature---Recoloring
RO Discord: https://discord.com/channels/319857228905447436/840034852261593109/1009697620467388436

In particular, I'm guessing that you may have missed the normalization step as that's what tripped me up too with similar results:

https://github.com/shadowmage45/TexturesUnlimited/wiki/Feature---Recoloring#normalization-parameter-generation

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Problems with fairings

 

My fairings are always that greyed out colour that cannot be changed even with the stock variants.

When changing the variants to "Bob ross paints" (the grey colour does not disappear) The button responsible for opening recolouring gui doesn't appear.

The mod works for other parts. It is just the fairing that are an issue.

 

 

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